We introduce the use of decals for multivariate visualization design. Decals are visual representations that are used for communication; for example, a pattern, a text, a glyph, or a symbol, transferred from a 2D-image to a surface upon contact. By creating what we define as decal-maps, we can design a set of images or patterns that represent one or more data attributes. We place decals on the surface considering the data pertaining to the locations we choose. We propose a (texture mapping) local parametrization that allows placing decals on arbitrary surfaces interactively, even when dealing with a high number of decals. Moreover, we extend the concept of layering to allow the co-visualization of an increased number of attributes on arbitrary surfaces. By combining decal-maps,color-maps and a layered visualization, we aim to facilitate and encourage the creative process of designing multivariate visualizations. Finally, we demonstrate the general applicability of our technique by providing examples of its use in a variety of contexts.
Scientific visualization techniques create images attempting to reveal complex structures and phenomena. Illustrative techniques have been incorporated to scientific visualization systems in order to improve the expressiveness of such images. The rendering of feature lines is an important technique for better conveying surface shapes. In this paper, we propose to combine volume visualization of unstructured meshes with direct rendering of illustrated iso surfaces. This is accomplished by extending a GPU-based ray-casting algorithm to incorporate illustration with photic extremum lines, a type of feature lines that captures sudden change of luminance, conveying shapes in a perceptually correct way.
Colorization and illumination are key processes for creating animated cartoons. Computer assisted methods have been incorporated in animation/illustration systems to reduce the artists’ workload. This paper presents a new method for illumination and colorization of 2D drawings based on a region- tree representation. Starting from a hand-drawn cartoon, the proposed method extracts geometric and topological information and builds a tree structure, ensuring independence among parts of the drawing, such as curves and regions. Based on this structure and its attributes, a colorization method that propagates through consecutive frames of animation is proposed, combined with an interpolation method that accurately computes a normal mapping for the illumination process. Different operators for curve and region attributes can be applied independently, obtaining different rendering effects.
ReservoirBench is an interactive workbench for educational geological science and engineering tasks. It is designed to facilitate education of novice audiences to teach them basic concepts of reservoir modeling and simulation work flow. Traditional training using lectures and software practice can lead to information overload, and retainability is questionable. As an alternative,we propose a physical workbench that is coupled with digital augmentation for the purpose of learning. We take advantage of the crucial role that spatiality and 3D representations play in petroleum reservoir modeling and allow basic domain concepts to be introduced and explored in a tangible and experiential manner. We describe the design of our prototype and reflect on the findings from our preliminary design critique.
I hold a PhD in Visualization at University of Calgary, where I was supervised by Dr. Usman Alim and Dr. Mario Costa Sousa. My main research interests focus on multivariate illustrative/scientific visualization exploring topics related to art, visual design, visual perception, interaction design, rendering and GPU-programming. Previously I had also worked on illustrative volume rendering, seismic visualization, cartoon shading and 2D animation.